LÖVE 0.7.1 Released

General discussion about LÖVE, Lua, game development, puns, and unicorns.
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ZenX2
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Re: LÖVE 0.7.1 Released

Post by ZenX2 »

Okay, I've almost got it to build for MSVC 2010.
Would anyone use an OpenGL module? (The 3D kind)
EDIT: Success!
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ishkabible
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Re: LÖVE 0.7.1 Released

Post by ishkabible »

lol at first i thought you had added a bug that caused everything to play at half pitch then after some testing i found out that you had actually fixed it and i had been used to the wrong way :)
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slime
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Re: LÖVE 0.7.1 Released

Post by slime »

Zen: yes? :D
dstyro
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Re: LÖVE 0.7.1 Released

Post by dstyro »

* Removed custom sample rates for Decoders.
Explain what does this mean ??
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Boolsheet
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Re: LÖVE 0.7.1 Released

Post by Boolsheet »

dstyro wrote:
* Removed custom sample rates for Decoders.
Explain what does this mean ??
There were some issues how the decoders handled the sample rate argument to love.sound.newDecoder. Everything decodes now to 44100.
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Jasoco
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Re: LÖVE 0.7.1 Released

Post by Jasoco »

Okay, so now how do I set the filter for a framebuffer now that we can do it in 0.7.1? I want to set it to Nearest for the whole screen and have it scale 2x without antialiasing.

Edit: I think I got it. Found a thread. And it seems to work.
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Endeg
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Re: LÖVE 0.7.1 Released

Post by Endeg »

Guys, I would really appreciate if there would be windows build without sse2 :nyu:.
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Robin
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Re: LÖVE 0.7.1 Released

Post by Robin »

Endeg wrote:Guys, I would really appreciate if there would be windows build without sse2 :nyu:.
I believe that will be 0.7.2.
Help us help you: attach a .love.
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Boolsheet
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Re: LÖVE 0.7.1 Released

Post by Boolsheet »

The LÖVE available at http://love2d.org/builds/ runs now without SSE2 *.
It already includes changes that go into 0.7.2, consider it as beta/unstable.

* It still requires VC++ 2005 runtimes.
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Endeg
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Re: LÖVE 0.7.1 Released

Post by Endeg »

Boolsheet wrote:The LÖVE available at http://love2d.org/builds/ runs now without SSE2 *.
Works for me. Thanks!
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